/// Defines for surgery and other stuff. // Used in surgery step to determine how blood should be spread to the doc /// Don't splash any blood. #define SURGERY_BLOODSPREAD_NONE 0 /// Cover the surgeon's hands in blood. #define SURGERY_BLOODSPREAD_HANDS 1 /// Cover the surgeon's body in blood. #define SURGERY_BLOODSPREAD_FULLBODY 2 // The type of surgeries that an initiator can start. // Note that this doesn't apply for surgeries applied on missing organs. /// An initiator with this can start surgeries on organic organs. Make sure that anything that can be sharp gets this as well. #define SURGERY_INITIATOR_ORGANIC 1 /// An initiator with this can start surgeries on robotic organs. #define SURGERY_INITIATOR_ROBOTIC 2 // How "open" an organ is. /// Closed up. #define ORGAN_CLOSED 0 // Different defines for different organ types, though both can still reference ORGAN_CLOSED /// An organic limb that's been opened, at least once. #define ORGAN_ORGANIC_OPEN 1 /// An organ that's encased, probably with bone, where that casing has been cut through. #define ORGAN_ORGANIC_ENCASED_OPEN 2 /// An organ that has been violently opened, likely via damage. #define ORGAN_ORGANIC_VIOLENT_OPEN 3 /// Synthetic organ that's been unscrewed. #define ORGAN_SYNTHETIC_LOOSENED 4 /// Synthetic organ that's had its panel opened. #define ORGAN_SYNTHETIC_OPEN 5 // Return defines for surgery steps /// Return this from begin_step() to abort the step and not try the surgery. #define SURGERY_BEGINSTEP_ABORT (-1) /// Return this from begin_step() to skip the current step entirely and proceed to the next one. /// Use this if you would end up leaving someone in an invalid state. #define SURGERY_BEGINSTEP_SKIP (1) // Return these from end_step/fail_step to indicate the next move /// The surgery step was not completed for some reason, and the next action will again be on this step. #define SURGERY_STEP_INCOMPLETE 0 /// The surgery step was completed, and the surgery should continue to the next step. #define SURGERY_STEP_CONTINUE 1 /// This step will automatically be retried without question as long as this is returned. /// Be very cautious with this one! Make sure that any flow where this is used has an exit condition where something else will be returned. /// Otherwise, the user will be stuck in a loop! #define SURGERY_STEP_RETRY_ALWAYS 2 /// This surgery step will be conditionally retried, so long as the surgery step's can_repeat() proc returns TRUE. /// Otherwise, it'll behave just like SURGERY_STEP_INCOMPLETE. #define SURGERY_STEP_RETRY 3 // Return values for surgery_step.initiate(). // Before you ask, yes, we need another definition for surgery steps here, since these control how we will act on the attack-chain // side of things. // Unless you're changing the mechanics of the surgery attack chain, you almost surely don't want to use these, and should // instead be using the above SURGERY_STEP_X defines. /// The surgery initiation isn't even going to be started. If you're working with the attack chain, this is probably what you'll be using. #define SURGERY_INITIATE_CONTINUE_CHAIN 0 /// The surgery initiaition was a success. We're advancing the current surgery. #define SURGERY_INITIATE_SUCCESS 1 /// The surgery initiation was interrupted, or for some reason never completed. We don't want to return FALSE to the attack chain, though. #define SURGERY_INITIATE_FAILURE 2 /// The surgery never reached (or finished) the do_after. Go back to the state we were in before this even happened. #define SURGERY_INITIATE_INTERRUPTED 3